2,922 research outputs found
A Cloud Based Disaster Management System
The combination of wireless sensor networks (WSNs) and 3D virtual environments opens a new paradigm for their use in natural disaster management applications. It is important to have a realistic virtual environment based on datasets received from WSNs to prepare a backup rescue scenario with an acceptable response time. This paper describes a complete cloud-based system that collects data from wireless sensor nodes deployed in real environments and then builds a 3D environment in near real-time to reflect the incident detected by sensors (fire, gas leaking, etc.). The system’s purpose is to be used as a training environment for a rescue team to develop various rescue plans before they are applied in real emergency situations. The proposed cloud architecture combines 3D data streaming and sensor data collection to build an efficient network infrastructure that meets the strict network latency requirements for 3D mobile disaster applications. As compared to other existing systems, the proposed system is truly complete. First, it collects data from sensor nodes and then transfers it using an enhanced Routing Protocol for Low-Power and Lossy Networks (RLP). A 3D modular visualizer with a dynamic game engine was also developed in the cloud for near-real time 3D rendering. This is an advantage for highly-complex rendering algorithms and less powerful devices. An Extensible Markup Language (XML) atomic action concept was used to inject 3D scene modifications into the game engine without stopping or restarting the engine. Finally, a multi-objective multiple traveling salesman problem (AHP-MTSP) algorithm is proposed to generate an efficient rescue plan by assigning robots and multiple unmanned aerial vehicles to disaster target locations, while minimizing a set of predefined objectives that depend on the situation. The results demonstrate that immediate feedback obtained from the reconstructed 3D environment can help to investigate what–if scenarios, allowing for the preparation of effective rescue plans with an appropriate management effort.info:eu-repo/semantics/publishedVersio
An Overview of Self-Adaptive Technologies Within Virtual Reality Training
This overview presents the current state-of-the-art of self-adaptive technologies within virtual reality (VR) training. Virtual reality training and assessment is increasingly used for five key areas: medical, industrial & commercial training, serious games, rehabilitation and remote training such as Massive Open Online Courses (MOOCs). Adaptation can be applied to five core technologies of VR including haptic devices, stereo graphics, adaptive content, assessment and autonomous agents. Automation of VR training can contribute to automation of actual procedures including remote and robotic assisted surgery which reduces injury and improves accuracy of the procedure. Automated haptic interaction can enable tele-presence and virtual artefact tactile interaction from either remote or simulated environments. Automation, machine learning and data driven features play an important role in providing trainee-specific individual adaptive training content. Data from trainee assessment can form an input to autonomous systems for customised training and automated difficulty levels to match individual requirements. Self-adaptive technology has been developed previously within individual technologies of VR training. One of the conclusions of this research is that while it does not exist, an enhanced portable framework is needed and it would be beneficial to combine automation of core technologies, producing a reusable automation framework for VR training
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The Robotics Academy: An Immersive Learning Game for Training Industrial Roboticists
Emerging technologies, including artificial intelligence (AI), robotics, digital fabrication, spatial computing, and immersive media such as Augmented Reality (AR) and Virtual Reality (VR), are changing the employment landscape across a broad range of industries. It is anticipated that these technologies will enhance research and innovation, increase productivity, and spur new types of occupations and entrepreneurship. In the architecture, engineering, and construction (AEC) fields, automated building design with advanced software facilitating mass customization will change how buildings are designed. Robotics and automation, particularly in prefabrication and large-scale 3D printing of buildings is expected to change how buildings are built. Automation technology will also transform how work is managed and conducted in the AEC sector. Therefore, it is imperative to prepare students for future changes brought by automation.
The Robotics Academy project is a cloud-based training platform designed to support AEC students in learning industrial robotics. This platform uses advances in cloud computing, VR, and learning games to create a personalized and engaging experience for developing programming and robotics operations skills. The Robotics Academy\u27s immersive learning environment aims to offer a solution for teaching robotics in a safe simulated workspace that delivers creative training while minimizing risk. This virtual modality also allows the students to acquire knowledge remotely and without relying on accessing a robotics lab.
This paper outlines the process of designing the Robotics Academy\u27s pedagogical approach, its curriculum development, and its delivery method as a VR application. The paper will also describe plans for its future development as a fully customizable and immersive learning game for training students for future jobs in industrial robotics
Real-Time Affective Support to Promote Learner’s Engagement
abstract: Research has shown that the learning processes can be enriched and enhanced with the presence of affective interventions. The goal of this dissertation was to design, implement, and evaluate an affective agent that provides affective support in real-time in order to enrich the student’s learning experience and performance by inducing and/or maintaining a productive learning path. This work combined research and best practices from affective computing, intelligent tutoring systems, and educational technology to address the design and implementation of an affective agent and corresponding pedagogical interventions. It included the incorporation of the affective agent into an Exploratory Learning Environment (ELE) adapted for this research.
A gendered, three-dimensional, animated, human-like character accompanied by text- and speech-based dialogue visually represented the proposed affective agent. The agent’s pedagogical interventions considered inputs from the ELE (interface, model building, and performance events) and from the user (emotional and cognitive events). The user’s emotional events captured by biometric sensors and processed by a decision-level fusion algorithm for a multimodal system in combination with the events from the ELE informed the production-rule-based behavior engine to define and trigger pedagogical interventions. The pedagogical interventions were focused on affective dimensions and occurred in the form of affective dialogue prompts and animations.
An experiment was conducted to assess the impact of the affective agent, Hope, on the student’s learning experience and performance. In terms of the student’s learning experience, the effect of the agent was analyzed in four components: perception of the instructional material, perception of the usefulness of the agent, ELE usability, and the affective responses from the agent triggered by the student’s affective states.
Additionally, in terms of the student’s performance, the effect of the agent was analyzed in five components: tasks completed, time spent solving a task, planning time while solving a task, usage of the provided help, and attempts to successfully complete a task. The findings from the experiment did not provide the anticipated results related to the effect of the agent; however, the results provided insights to improve diverse components in the design of affective agents as well as for the design of the behavior engines and algorithms to detect, represent, and handle affective information.Dissertation/ThesisDoctoral Dissertation Computer Science 201
Real-Time Storytelling with Events in Virtual Worlds
We present an accessible interactive narrative tool for creating stories among a virtual populace inhabiting a fully-realized 3D virtual world. Our system supports two modalities: assisted authoring where a human storyteller designs stories using a storyboard-like interface called CANVAS, and exploratory authoring where a human author experiences a story as it happens in real-time and makes on-the-fly narrative trajectory changes using a tool called Storycraft. In both cases, our system analyzes the semantic content of the world and the narrative being composed, and provides automated assistance such as completing partially-specified stories with causally complete sequences of intermediate actions. At its core, our system revolves around events -â?? pre-authored multi-actor task sequences describing interactions between groups of actors and props. These events integrate complex animation and interaction tasks with precision control and expose them as atoms of narrative significance to the story direction systems. Events are an accessible tool and conceptual metaphor for assembling narrative arcs, providing a tightly-coupled solution to the problem of converting author intent to real-time animation synthesis. Our system allows simple and straightforward macro- and microscopic control over large numbers of virtual characters with diverse and sophisticated behavior capabilities, and reduces the complicated action space of an interactive narrative by providing analysis and user assistance in the form of semi-automation and recommendation services
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The development and evaluation of software for teaching reading at primary level
This research is an exploratory study and concerns the effectiveness of specific design features in talking book software. Children need to acquire a variety of skills and strategies to become competent readers and these are commonly taught together in the context of meaningful text. Talking book software, replicating real books with additional features such as sound, has the potential to complement this approach. Common features of such software include word pronunciations, hearing sentences read aloud and page turning facilities. These features could facilitate the scaffolding of reading development.
The strengths and weaknesses of commercial software were identified through a pilot study. A survey of practitioners was also conducted to investigate how such software is being used in the classroom and whether talking hooks could be improved. The outcomes of these studies together with a review of the literature were used to inform an innovative design that was implemented. In addition to common features, the implementation also included sub-syllabic word pronunciations, hints to encourage independent word identification and activities to reinforce specific reading skills.
Two versions of the software were compared using a combination of qualitative and quantitative methodologies including word recognition measures, interviews, observations and case studies. One software version incorporated commonly available features only and the other was a full implementation of the innovative design. Each version of the software was used daily for a period of four weeks by 16 children, aged 6 to 7 years, in the naturalistic environment of their classrooms.
The findings of the study were complex due to variations in learner preferences and reading abilities. Nevertheless, it seems that electronic books can complement teaching approaches in infant classrooms and can positively affect both cognitive and affective learning outcomes. It is evident that children of lower reading ability can benefit from common features alone, such as word pronunciations. Those children using the enhanced software who had already acquired a limited sight vocabulary may benefit from additional features such as reinforcement activities. However, these features were not perceived as being fun by the children in this study. Rather, they were seen as educational tasks. The children who had made the greatest progress in reading development prior to the study made more use of the complex features such as hints to assist them in the decoding of unknown words. This study provided evidence to support the theories of scaffolding and the benefits that can be achieved by aiding learners in the zone of proximal development
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
AN EXAMINATION OF THE IMPACT OF COMPUTER-BASED ANIMATIONS AND VISUALIZATION SEQUENCE ON LEARNERS' UNDERSTANDING OF HADLEY CELLS IN ATMOSPHERIC CIRCULATION
Research examining animation use for student learning has been conducted in the last two decades across a multitude of instructional environments and content areas. The extensive construction and implementation of animations in learning resulted from the availability of powerful computing systems and the perceived advantages the novel medium offered to deliver dynamic representations of complex systems beyond the human perceptual scale. Animations replaced or supplemented text and static diagrams of system functioning and were predicted to significantly improve learners' conceptual understanding of target systems. However, subsequent research has not consistently discovered affordances to understanding, and in some cases, has actually shown that animation use is detrimental to system understanding especially for content area novices (Lowe 2004; Mayer et al. 2005).
This study sought to determine whether animation inclusion in an authentic learning context improved student understanding for an introductory earth science concept, Hadley Cell circulation. In addition, the study sought to determine whether the timing of animation examination improved conceptual understanding. A quasi-experimental pretest posttest design administered in an undergraduate science lecture and laboratory course compared four different learning conditions: text and static diagrams with no animation use, animation use prior to the examination of text and static diagrams, animation use following the examination of text and static diagrams, and animation use during the examination of text and static diagrams. Additionally, procedural data for a sample of three students in each condition were recorded and analyzed through the lens of self regulated learning (SRL) behaviors. The aim was to determine whether qualitative differences existed between cognitive processes employed. Results indicated that animation use did not improve understanding across all conditions. However learners able to employ animations while reading and examining the static diagrams and to a lesser extent, after reading the system description, showed evidence of higher levels of system understanding on posttest assessments. Procedural data found few differences between groups with one exception---learners given access to animations during the learning episode chose to examine and coordinate the representations more frequently. These results indicated a new finding from the use of animation, a sequence effect to improve understanding of Hadley Cells in atmospheric circulation
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